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Post #22 (isolation #1) » Sun Jan 20, 2019 10:08 am
Postby northsidegal »
I feel like there's the start of a good idea in here, but it might need some tweaking on the exact numbers. I also feel like the EV could probably actually be calculated for this? No clue how to do it, though.
Spoiler: Original fully nightless version that I don't like as much
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Post #35 (isolation #2) » Mon Jan 21, 2019 12:01 pm
Postby northsidegal »
If I'm understanding you correctly:
D1 the neighborhood is recruiter + bomb, the recruiter gets lynched end of D1. Day 2 there's only one person in the neighborhood, the bomb. The bomb then gets lynched. Ah, I get what you mean.
I think I'd call that a draw.
Edit: Actually wait. If everyone in the neighborhood has died when the bomb is lynched, the game continues on as vanilla, so I think rather than the game instantly ending in a draw, the game would simply continue on and the bomb would just die like a regular mafia goon.
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Post #36 (isolation #3) » Mon Jan 21, 2019 12:42 pm
Postby northsidegal »
In the original version Mafia had essentially a forced victory if one of them were recruited D1 by killing the recruiter, recruiting another mafia D2 and then hardbussing the bomb.
Still can't decide if 3 mafia or 2 is more balanced, but right now I'm kind of leaning towards 3. This version makes it such that the neighborhood will never not have someone in it.
i would like to say that i like this setup a lot. i think it's elegant in its simplicity and i think it's a nice way to spice up mountainous to make it a bit more interesting and to give it a bit more widespread appeal.
reminds me a little bit of cul-de-sac, but i
think
i like this one better. (of course, this is 2:9 mountainous while i think cul-de-sac is 2:11 mountainous)
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Post #126 (isolation #8) » Sat Feb 02, 2019 10:49 am
Postby northsidegal »
could the alternative vote work as a system for this? i think it'd place more emphasis on 1st choices as opposed to a ranking of every setup, not sure if that's desirable or not.
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Post #133 (isolation #9) » Sat Feb 02, 2019 3:26 pm
Postby northsidegal »
i enjoy the idea of a traitor controlling the kills and in some part i enjoy the idea of a flagbearer when it comes to the associations that i think it creatues, but i do think that it might focus on a single slot too much
not to try to take over someone else's setup, but i wonder how balanced it would be if instead of the traitor being a flagbearer, it worked like how normal games deal with traitors, in that the traitor is endgamed if both of the mafia goons die. might be a little bit swingy / boring if the traitor dies early and the mafia have to deal with the game suddenly being nightless, though – the traitor being a flagbearer does solve that issue.
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Post #136 (isolation #10) » Sat Feb 02, 2019 9:06 pm
Postby northsidegal »
had an idea for a slight modification to guilt neighborhood.
there's an incentive for mafia to always be on lynch wagons so that the traffic analyst can't truly get a "guilty" on them.
something interesting i also noticed is that venge-neighborhoods always allow people to get final thoughts out after a flip and before they can be killed, which i think is a good feature. that was present in the original setup, of course.
(also, i used traffic analyst for the flavor of everything being city-themed, but really i think it should function more like a PT Cop in that it could still get a guilty result on scum even if their partner had been lynched.)
Last edited by northsidegal on Mon Oct 07, 2019 2:07 pm, edited 1 time in total.